Dragomir

Description:

Keen Senses You have advantage on Wisdom checks, except in sunlight.Sunlight Sensitivity You have disadvantage on Wis & Int checks that involve sight.Fey Ancestry Advantage on checks against being charmed, cannot be magically put to sleep.Lolth Touched You can once a day cast Dancing Lights, Faerie Fire & Darkness – DC 10 saveTrance 4 hours of meditation instead of sleep.

Staff of Magic Missiles – 7 charges – as an action, you can use up to 3 charges 1D4+1. The staff gains 1D6+1 charges per day. When the last charge is used, roll 1D20 – on a 1, the staff blackens and crumbles to dust. Staff has a long cord by which it can be slung over one’s shoulder.
Staff melee: + 2 to hit, 1d8 +1 bludgeoning damage.

Boots of the Forest – Grants advantage on all Dex (Move Silently) rolls

Bio:

Prophecy: “The High One Falls…”
In a prophetic vision, the high priest of your people saw you slay the ruler of your land. Your possible future act against the person, who many believe descended from the gods, caused you to be branded a traitor. So you fled your home, narrowly escaping capture and execution. Now mercenaries and bounty hunters stalk you wherever you go with cunning traps and ambushes, each desperate to claim the royal price on your head or to protect the sovereign from harm. Did you love or hate this ruler? Was the priest’s prophecy likely to come true, or were you framed? Will the path you take help to avoid this destiny or cause it to come true?